/*
* This file is part of Project SkyFire https://www.projectskyfire.org.
* See LICENSE.md file for Copyright information
*/

#ifndef CREATUREAIIMPL_H
#define CREATUREAIIMPL_H

#include "Common.h"
#include "CreatureAI.h"
#include "Define.h"
#include "SpellMgr.h"
#include "TemporarySummon.h"

template<class T>
inline
const T& RAND(const T& v1, const T& v2)
{
    return (std::rand() % 1) ? v1 : v2;
}

template<class T>
inline
const T& RAND(const T& v1, const T& v2, const T& v3)
{
    switch (std::rand() % 2)
    {
        default:
        case 0: return v1;
        case 1: return v2;
        case 2: return v3;
    }
}

template<class T>
inline
const T& RAND(const T& v1, const T& v2, const T& v3, const T& v4)
{
    switch (std::rand() % 3)
    {
        default:
        case 0: return v1;
        case 1: return v2;
        case 2: return v3;
        case 3: return v4;
    }
}

template<class T>
inline
const T& RAND(const T& v1, const T& v2, const T& v3, const T& v4, const T& v5)
{
    switch (std::rand() % 4)
    {
        default:
        case 0: return v1;
        case 1: return v2;
        case 2: return v3;
        case 3: return v4;
        case 4: return v5;
    }
}

template<class T>
inline
const T& RAND(const T& v1, const T& v2, const T& v3, const T& v4, const T& v5, const T& v6)
{
    switch (std::rand() % 5)
    {
        default:
        case 0: return v1;
        case 1: return v2;
        case 2: return v3;
        case 3: return v4;
        case 4: return v5;
        case 5: return v6;
    }
}

template<class T>
inline
const T& RAND(const T& v1, const T& v2, const T& v3, const T& v4, const T& v5, const T& v6, const T& v7)
{
    switch (std::rand() % 6)
    {
        default:
        case 0: return v1;
        case 1: return v2;
        case 2: return v3;
        case 3: return v4;
        case 4: return v5;
        case 5: return v6;
        case 6: return v7;
    }
}

template<class T>
inline
const T& RAND(const T& v1, const T& v2, const T& v3, const T& v4, const T& v5, const T& v6, const T& v7, const T& v8)
{
    switch (std::rand() % 7)
    {
        default:
        case 0: return v1;
        case 1: return v2;
        case 2: return v3;
        case 3: return v4;
        case 4: return v5;
        case 5: return v6;
        case 6: return v7;
        case 7: return v8;
    }
}

template<class T>
inline
const T& RAND(const T& v1, const T& v2, const T& v3, const T& v4, const T& v5, const T& v6, const T& v7, const T& v8,
    const T& v9)
{
    switch (std::rand() % 8)
    {
        default:
        case 0: return v1;
        case 1: return v2;
        case 2: return v3;
        case 3: return v4;
        case 4: return v5;
        case 5: return v6;
        case 6: return v7;
        case 7: return v8;
        case 8: return v9;
    }
}

template<class T>
inline
const T& RAND(const T& v1, const T& v2, const T& v3, const T& v4, const T& v5, const T& v6, const T& v7, const T& v8,
    const T& v9, const T& v10)
{
    switch (std::rand() % 9)
    {
        default:
        case 0: return v1;
        case 1: return v2;
        case 2: return v3;
        case 3: return v4;
        case 4: return v5;
        case 5: return v6;
        case 6: return v7;
        case 7: return v8;
        case 8: return v9;
        case 9: return v10;
    }
}

template<class T>
inline
const T& RAND(const T& v1, const T& v2, const T& v3, const T& v4, const T& v5, const T& v6, const T& v7, const T& v8,
    const T& v9, const T& v10, const T& v11)
{
    switch (std::rand() % 10)
    {
        default:
        case 0: return v1;
        case 1: return v2;
        case 2: return v3;
        case 3: return v4;
        case 4: return v5;
        case 5: return v6;
        case 6: return v7;
        case 7: return v8;
        case 8: return v9;
        case 9: return v10;
        case 10: return v11;
    }
}

template<class T>
inline
const T& RAND(const T& v1, const T& v2, const T& v3, const T& v4, const T& v5, const T& v6, const T& v7, const T& v8,
    const T& v9, const T& v10, const T& v11, const T& v12)
{
    switch (std::rand() % 11)
    {
        default:
        case 0: return v1;
        case 1: return v2;
        case 2: return v3;
        case 3: return v4;
        case 4: return v5;
        case 5: return v6;
        case 6: return v7;
        case 7: return v8;
        case 8: return v9;
        case 9: return v10;
        case 10: return v11;
        case 11: return v12;
    }
}

template<class T>
inline
const T& RAND(const T& v1, const T& v2, const T& v3, const T& v4, const T& v5, const T& v6, const T& v7, const T& v8,
    const T& v9, const T& v10, const T& v11, const T& v12, const T& v13)
{
    switch (std::rand() % 12)
    {
        default:
        case 0: return v1;
        case 1: return v2;
        case 2: return v3;
        case 3: return v4;
        case 4: return v5;
        case 5: return v6;
        case 6: return v7;
        case 7: return v8;
        case 8: return v9;
        case 9: return v10;
        case 10: return v11;
        case 11: return v12;
        case 12: return v13;
    }
}

template<class T>
inline
const T& RAND(const T& v1, const T& v2, const T& v3, const T& v4, const T& v5, const T& v6, const T& v7, const T& v8,
    const T& v9, const T& v10, const T& v11, const T& v12, const T& v13, const T& v14)
{
    switch (std::rand() % 13)
    {
        default:
        case 0: return v1;
        case 1: return v2;
        case 2: return v3;
        case 3: return v4;
        case 4: return v5;
        case 5: return v6;
        case 6: return v7;
        case 7: return v8;
        case 8: return v9;
        case 9: return v10;
        case 10: return v11;
        case 11: return v12;
        case 12: return v13;
        case 13: return v14;
    }
}

template<class T>
inline
const T& RAND(const T& v1, const T& v2, const T& v3, const T& v4, const T& v5, const T& v6, const T& v7, const T& v8,
    const T& v9, const T& v10, const T& v11, const T& v12, const T& v13, const T& v14, const T& v15)
{
    switch (std::rand() % 14)
    {
        default:
        case 0: return v1;
        case 1: return v2;
        case 2: return v3;
        case 3: return v4;
        case 4: return v5;
        case 5: return v6;
        case 6: return v7;
        case 7: return v8;
        case 8: return v9;
        case 9: return v10;
        case 10: return v11;
        case 11: return v12;
        case 12: return v13;
        case 13: return v14;
        case 14: return v15;
    }
}

template<class T>
inline
const T& RAND(const T& v1, const T& v2, const T& v3, const T& v4, const T& v5, const T& v6, const T& v7, const T& v8,
    const T& v9, const T& v10, const T& v11, const T& v12, const T& v13, const T& v14, const T& v15, const T& v16)
{
    switch (std::rand() % 15)
    {
        default:
        case 0: return v1;
        case 1: return v2;
        case 2: return v3;
        case 3: return v4;
        case 4: return v5;
        case 5: return v6;
        case 6: return v7;
        case 7: return v8;
        case 8: return v9;
        case 9: return v10;
        case 10: return v11;
        case 11: return v12;
        case 12: return v13;
        case 13: return v14;
        case 14: return v15;
        case 15: return v16;
    }
}

class EventMap
{
    /**
    * Internal storage type.
    * Key: Time as uint32 when the event should occur.
    * Value: The event data as uint32.
    *
    * Structure of event data:
    * - Bit  0 - 15: Event Id.
    * - Bit 16 - 23: Group
    * - Bit 24 - 31: Phase
    * - Pattern: 0xPPGGEEEE
    */
    typedef std::multimap<uint32, uint32> EventStore;

public:
    EventMap() : _time(0), _phase(0) { }

    /**
    * @name Reset
    * @brief Removes all scheduled events and resets time and phase.
    */
    void Reset()
    {
        _eventMap.clear();
        _time = 0;
        _phase = 0;
    }

    /**
     * @name Update
     * @brief Updates the timer of the event map.
     * @param time Value to be added to time.
     */
    void Update(uint32 time)
    {
        _time += time;
    }

    /**
    * @name GetTimer
    * @return Current timer value.
    */
    uint32 GetTimer() const
    {
        return _time;
    }

    /**
    * @name GetPhaseMask
    * @return Active phases as mask.
    */
    uint8 GetPhaseMask() const
    {
        return _phase;
    }

    /**
    * @name Empty
    * @return True, if there are no events scheduled.
    */
    bool Empty() const
    {
        return _eventMap.empty();
    }

    /**
    * @name SetPhase
    * @brief Sets the phase of the map (absolute).
    * @param phase Phase which should be set. Values: 1 - 8. 0 resets phase.
    */
    void SetPhase(uint8 phase)
    {
        if (!phase)
            _phase = 0;
        else if (phase <= 8)
            _phase = (1 << (phase - 1));
    }

    /**
    * @name AddPhase
    * @brief Activates the given phase (bitwise).
    * @param phase Phase which should be activated. Values: 1 - 8
    */
    void AddPhase(uint8 phase)
    {
        if (phase && phase <= 8)
            _phase |= (1 << (phase - 1));
    }

    /**
    * @name RemovePhase
    * @brief Deactivates the given phase (bitwise).
    * @param phase Phase which should be deactivated. Values: 1 - 8.
    */
    void RemovePhase(uint8 phase)
    {
        if (phase && phase <= 8)
            _phase &= ~(1 << (phase - 1));
    }

    /**
    * @name ScheduleEvent
    * @brief Creates new event entry in map.
    * @param eventId The id of the new event.
    * @param time The time in milliseconds until the event occurs.
    * @param group The group which the event is associated to. Has to be between 1 and 8. 0 means it has no group.
    * @param phase The phase in which the event can occur. Has to be between 1 and 8. 0 means it can occur in all phases.
    */
    void ScheduleEvent(uint32 eventId, uint32 time, uint32 group = 0, uint8 phase = 0)
    {
        if (group && group <= 8)
            eventId |= (1 << (group + 15));

        if (phase && phase <= 8)
            eventId |= (1 << (phase + 23));

        _eventMap.insert(EventStore::value_type(_time + time, eventId));
    }

    /**
    * @name RescheduleEvent
    * @brief Cancels the given event and reschedules it.
    * @param eventId The id of the event.
    * @param time The time in milliseconds until the event occurs.
    * @param group The group which the event is associated to. Has to be between 1 and 8. 0 means it has no group.
    * @param phase The phase in which the event can occur. Has to be between 1 and 8. 0 means it can occur in all phases.
    */
    void RescheduleEvent(uint32 eventId, uint32 time, uint32 group = 0, uint8 phase = 0)
    {
        CancelEvent(eventId);
        ScheduleEvent(eventId, time, group, phase);
    }

    /**
    * @name RepeatEvent
    * @brief Cancels the closest event and reschedules it.
    * @param time Time until the event occurs.
    */
    void RepeatEvent(uint32 time)
    {
        if (Empty())
            return;

        uint32 eventId = _eventMap.begin()->second;
        _eventMap.erase(_eventMap.begin());
        ScheduleEvent(eventId, time);
    }

    /**
    * @name PopEvent
    * @brief Remove the first event in the map.
    */
    void PopEvent()
    {
        if (!Empty())
            _eventMap.erase(_eventMap.begin());
    }

    /**
    * @name ExecuteEvent
    * @brief Returns the next event to execute and removes it from map.
    * @return Id of the event to execute.
    */
    uint32 ExecuteEvent()
    {
        while (!Empty())
        {
            EventStore::iterator itr = _eventMap.begin();

            if (itr->first > _time)
                return 0;
            else if (_phase && (itr->second & 0xFF000000) && !((itr->second >> 24) & _phase))
                _eventMap.erase(itr);
            else
            {
                uint32 eventId = (itr->second & 0x0000FFFF);
                _eventMap.erase(itr);
                return eventId;
            }
        }

        return 0;
    }

    /**
    * @name GetEvent
    * @brief Returns the next event to execute.
    * @return Id of the event to execute.
    */
    uint32 GetEvent()
    {
        while (!Empty())
        {
            EventStore::iterator itr = _eventMap.begin();

            if (itr->first > _time)
                return 0;
            else if (_phase && (itr->second & 0xFF000000) && !(itr->second & (_phase << 24)))
                _eventMap.erase(itr);
            else
                return (itr->second & 0x0000FFFF);
        }

        return 0;
    }

    /**
    * @name DelayEvents
    * @brief Delays all events in the map. If delay is greater than or equal internal timer, delay will be 0.
    * @param delay Amount of delay.
    */
    void DelayEvents(uint32 delay)
    {
        _time = delay < _time ? _time - delay : 0;
    }

    /**
    * @name DelayEvents
    * @brief Delay all events of the same group.
    * @param delay Amount of delay.
    * @param group Group of the events.
    */
    void DelayEvents(uint32 delay, uint32 group)
    {
        if (!group || group > 8 || Empty())
            return;

        EventStore delayed;

        for (EventStore::iterator itr = _eventMap.begin(); itr != _eventMap.end();)
        {
            if (itr->second & (1 << (group + 15)))
            {
                delayed.insert(EventStore::value_type(itr->first + delay, itr->second));
                _eventMap.erase(itr++);
            }
            else
                ++itr;
        }

        _eventMap.insert(delayed.begin(), delayed.end());
    }

    /**
    * @name CancelEvent
    * @brief Cancels all events of the specified id.
    * @param eventId Event id to cancel.
    */
    void CancelEvent(uint32 eventId)
    {
        if (Empty())
            return;

        for (EventStore::iterator itr = _eventMap.begin(); itr != _eventMap.end();)
        {
            if (eventId == (itr->second & 0x0000FFFF))
                _eventMap.erase(itr++);
            else
                ++itr;
        }
    }

    /**
    * @name CancelEventGroup
    * @brief Cancel events belonging to specified group.
    * @param group Group to cancel.
    */
    void CancelEventGroup(uint32 group)
    {
        if (!group || group > 8 || Empty())
            return;

        for (EventStore::iterator itr = _eventMap.begin(); itr != _eventMap.end();)
        {
            if (itr->second & (1 << (group + 15)))
                _eventMap.erase(itr++);
            else
                ++itr;
        }
    }

    /**
    * @name GetNextEventTime
    * @brief Returns closest occurence of specified event.
    * @param eventId Wanted event id.
    * @return Time of found event.
    */
    uint32 GetNextEventTime(uint32 eventId) const
    {
        if (Empty())
            return 0;

        for (EventStore::const_iterator itr = _eventMap.begin(); itr != _eventMap.end(); ++itr)
            if (eventId == (itr->second & 0x0000FFFF))
                return itr->first;

        return 0;
    }

    /**
     * @name GetNextEventTime
     * @return Time of next event.
     */
    uint32 GetNextEventTime() const
    {
        return Empty() ? 0 : _eventMap.begin()->first;
    }

    /**
    * @name IsInPhase
    * @brief Returns wether event map is in specified phase or not.
    * @param phase Wanted phase.
    * @return True, if phase of event map contains specified phase.
    */
    bool IsInPhase(uint8 phase) const
    {
        return phase <= 8 && (!phase || _phase & (1 << (phase - 1)));
    }

private:
    /**
    * @name _time
    * @brief Internal timer.
    *
    * This does not represent the real date/time value.
    * It's more like a stopwatch: It can run, it can be stopped,
    * it can be resetted and so on. Events occur when this timer
    * has reached their time value. Its value is changed in the
    * Update method.
    */
    uint32 _time;

    /**
    * @name _phase
    * @brief Phase mask of the event map.
    *
    * Contains the phases the event map is in. Multiple
    * phases from 1 to 8 can be set with SetPhase or
    * AddPhase. RemovePhase deactives a phase.
    */
    uint8 _phase;

    /**
    * @name _eventMap
    * @brief Internal event storage map. Contains the scheduled events.
    *
    * See typedef at the beginning of the class for more
    * details.
    */
    EventStore _eventMap;
};

enum AITarget
{
    AITARGET_SELF,
    AITARGET_VICTIM,
    AITARGET_ENEMY,
    AITARGET_ALLY,
    AITARGET_BUFF,
    AITARGET_DEBUFF
};

enum AICondition
{
    AICOND_AGGRO,
    AICOND_COMBAT,
    AICOND_DIE
};

#define AI_DEFAULT_COOLDOWN 5000

struct AISpellInfoType
{
    AISpellInfoType() : target(AITARGET_SELF), condition(AICOND_COMBAT),
        cooldown(AI_DEFAULT_COOLDOWN), realCooldown(0), maxRange(0.0f) { }
    AITarget target;
    AICondition condition;
    uint32 cooldown;
    uint32 realCooldown;
    float maxRange;
};

AISpellInfoType* GetAISpellInfo(uint32 i);

#endif
